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TDM #5
It happens in an instant. A heavy weight in your gut, a trembling of your limbs, the world spins and you barely have time to register that you're falling before you lose consciousness. And when you awaken, it's not where you were last. Dark, unadorned oak walls surround you in a tiny room, the only furniture the bed you are currently resting upon, and the bedside table with a folded piece of parchment resting atop it that simply reads:
As you exit you find others like yourself emerging from the surrounding rooms. You are indeed in a tavern, but there is no hustle and bustle one might think to hear in such a place. The only person down on the main floor is a humanoid figure wiping down the bar, who smiles when they see you. They're familiar, but not, and you can't quite place their face. For some reason, however, their presence is comforting and warm.
“Welcome, Visitor. I'm sure you have a lot of questions.”
And you most certainly do.
Due to popular demand, the starter tavern and the drinks provided are available to in game characters via a portal accessible only to those with a faction gem.
MOLTEN MEAD Though the thick drink itself is room temperature, it bubbles sluggishly, and feels very warm going down. The bold flavor affects your mood. You feel very bold! Like you could do anything!
BESALT BRANDY a hopefully staple drink for the brewery, this liquor is smooth and rich with a peppery bite. Ironically after consuming it, you kinda want to bite someone! Not hard! Just a little nip and nibble!
THAT ASHY ESPRESSO a single potent shot of dark espresso swirled with a gold-tinged cream. Intense and bitter with a hint of caramelized sugar. You are now very awake, hyper, and excited.
PYROCLAST'S WHISKEYa glossy black whiskey that turns a vibrant glowing orange when swirled. You now breathe fire.
EMBERMARK WINE a rich, velvety, spiced wine that immediately makes one feel mellow and calm.
As the effects of your drink wear off, the Tavernkeeper speaks once more:
You are compelled to walk through the only door leading out of the tavern, finding yourself not outside, but in a deep black, seemingly endless room with five portals arranged in a circle. As the last of you leave and the door closes behind you, gone when you look back again and replaced with nothing but that black void, three of the portals illuminate:
The first portal is surrounded by an almost blinding light, prismatic rainbows shining brightly in the dewy air outside of the tavern. A soft breeze may gently caress you, pulling you toward it. The portal seems to lead to a city in the clouds, airships and winged beings of all sorts soaring through the skies. Of the little bits of visible land, much of it boasts giant waterfalls that look like clouds melting into the land below. The portal calls to those who crave independence and freedom; and especially to anyone that wishes to find the strong bond of a family not forged in blood.
The second portal is encircled by a fairy ring of spotted white capped mushrooms, the faint scent of damp stone and rich earth wafting from within the faint green glow. Peering inside, one can see a sprawling harbor city of gray hewn stone, a melting pot of humanoid beings going about their day, and beyond, rolling green farmland and cottages clustered in small villages. This portal is destined for those who crave stability and solid ground beneath their feet. A simple life, an adventurous one, and everything in between can be found within.
The last portal is adorned with shells and seaweed, the glow of blue around it catching on droplets cascading down the circular opening. Beyond it you see a city housed inside a massive bubble deep under the ocean, spiraling towers encrusted with coral, and a variety of different creatures mingling about the streets. Outside of that bubble, merfolk swim, a massive squid engulfs the view from the portal as it smoothly glides through the water, and schools of fish disperse as it passes. A sanctuary in the sea that calls to those with a hunger for knowledge and a desire to aid those in need. Or perhaps it is the mystery that beckons you - the lure of the unknown in the depths that bids you explore it.
Upon following the pull of the breeze through the first portal, you are thrust into the beauty of a lively city that goes by the name of Heaven's Bow. Much of this main city feels exactly as you would expect on a city below, but there are clouds surrounding every direction you look. The walls of buildings are made with light-colored limestone, and buildings are generally built up to heights made even more grandiose by their position in the sky.
The Skyfall Docks are the first thing you notice, boasting hundreds of airships sailing in and out across the clouds with shouts that accompany a typical port city. Just outside is a fantastic market with goods not only from the other regions of Caldera, but from what some shopkeepers claim are other worlds--items sold or left behind by Visitors. Almost anything can be found in the markets if one is willing to look hard enough. Transport to other locations throughout the sky and even to the land or sea can be found here.
If the docks are too lively for you, you may instead find yourself roaming the underbelly of Heaven's Bow and finding brothels and gambling parlors filled with the promise of pleasure and fortune. The guild house for the Sylphs can be found here as well, giving out quests and training to prospective adventurers and guards alike--though none of them seem concerned with the illicit activities that surround them. Perhaps the freedom the Sylphs boast of extends to what others may deem an undesirable activity.
But most curious of all, you find a shimmering opal gemstone in your hand. When placed anywhere on the body, it will transform into a piece of jewelry with the gemstone set in the center.
If it was the second portal that called to you, you will find yourself in the busy city of Grey Ward, with its cobblestone streets and sturdy grey stone buildings. You are in the heart of the city, the Glass Market, so named for the colorful stained glass windows of the surrounding buildings. The scent of cooking food and the sound of barkers fills the air; watchful guards keep an eye out for pickpockets and thieves, and citizens go about their day. From here, one can investigate the rest of the city: the Sundown Docks, where both sea and sky faring skips transport people and goods. The Soot Spire, home of inventors and engineers. The Hearthstill, the main residential area. The Downs, a smaller residential area for those with less means.
Outside the city walls, one can explore acres of farmlands to the east and west, or follow Terra’s Pass to the less settled areas, but take care. Past the Skyward Range, out in the smaller burrows and villages, the influence of the city guard diminishes quickly, and you’ll have to keep your wits about you. Bandits along the road are always a risk, and the wildlife are less controlled by regimented hunting.
In your hand is a gemstone, a brilliantly green emerald that, when placed anywhere on the body, will transform into a piece of jewelry with the gemstone set in the center.
If the last portal beckoned you through it, you find yourself within that bubble covered city beneath the sea, the city of Salt Spire. Your ears pop with the change in pressure, and the smell of the salty sea fills your nostrils. All around you buildings made of dark stone encrusted with coral and seagrass tower high above your head, the backdrop outside the dome a deep blue, seemingly endless sea filled with fish and merfolk and all other manner of creature swimming through the water. You stand in the heart of it all, surrounded by people with gils on their necks and scales upon their vibrantly colored skin, all of whom seem intrigued by your arrival. You have many options of where to visit in the city under the sea, but where oh where will you go first?
The Salt Spire Library is right before you, an impossibly large building housing thousands upon thousands of books of all genres. Fiction, non-fiction, romance and mystery and all between. You may even find books from your world and others! Oddly enough though, no Calderan history books are to be found, and if you ask for them, the librarians and locals all choose to ignore your questions.
If scholarly pursuits aren't to your interest currently, perhaps a trip to Bluetide Market would be more your style? The marketplace is host to every manner of shop one might ever need: artisans of all varieties, apothecaries and healers in the Shimmer Quarter, the most in fashion undersea clothing shops, food stalls, and all between can be found in Bluetide. There are also the Tideshore and Fogbottom docks on either end of the city. The former allows transport to the surface via large, magical bubbles for those that cannot hold their breath or make the swim themselves yet. The latter allows people to venture further into the sea. Those without their underwater abilities are offered rebreathers for travel that last for four hours before needing to be replaced.
In your hand is a gemstone, a shining sapphire that, when placed anywhere on the body, will transform into a piece of jewelry with the gemstone set in the center.
Currently, the main feature of Ignacia’s Cradle is the Lava Flats, home of skilled smiths that use the extreme heat of the lava to melt the strongest metals and create unbreakable weapons, glassmakers and jewelers who fashion elaborate headpieces, rings, and amulets. These items are sold at the Ember Market on the outskirts of the Flats.
At the edge of the city lies the Ashfall Terrace, where a small farm using the rich volcanic ash and soil is in its infancy, as well as the Basalt Brewery where clever alchemists are researching ways to use the extreme heat to craft new and unique beverages that they are eager to find folk to test them out on.
The hot spring of Ignacia’s Cradle is a breathtaking anomaly located just beyond the Ashfall Terrace, tucked into a secluded crater formed by the celestial impact that gave rise to the city. Here, molten veins from the Lava Flats weave beneath the earth, heating a natural reservoir that bubbled to life amidst the chaos. The spring’s waters shimmer with an ethereal brilliance, hues of deep turquoise blending with molten gold and fiery orange, as though Heaven’s Bow itself left behind a fragment of its essence. Steam rises in curling wisps, carrying the tang of minerals and faint traces of sulfur.
The spring, known to locals as The Ember Veil, is both a sanctuary and a marvel of natural wonder. Its soothing waters are reputed to heal wounds and fortify the spirit, with the temperature kept in perfect balance by an intricate system of naturally formed vents and channels. The edges are lined with intricately carved obsidian benches, where patrons can soak their feet or meditate in the rising steam. Plants resistant to the intense conditions—vivid fire lilies and ash ferns—dot the perimeter, their resilience a symbol of life’s ability to flourish even in the harshest environments.
Sometimes, when two or more individuals share the waters, the spring creates a subtle connection between their minds, allowing memories to surface like ripples on its surface. These shared memories appear as glowing, translucent scenes that hover above the water, visible to all within the spring. Participants can relive moments from their lives, experiencing them through each other’s eyes, fostering profound empathy and understanding.
Another of the spring’s mystical properties occurs when bathers who enter the waters feeling drained, injured, or burdened by grief often find their vitality restored. The waters seem to draw out negative energies and emotions, replacing them with a warm, invigorating sensation that spreads through the body. In rare instances, the spring has been known to accelerate physical healing, mending minor injuries and soothing chronic aches, as though the magic itself is stitching the body back together.
A lesser-known but equally fascinating effect happens on particularly clear nights, when the moonlight reflects on the spring’s surface, some bathers report fleeting glimpses of potential futures. These visions are often cryptic, appearing as brief, dream-like flashes, but they have guided many to life-changing decisions. The alchemists of the Basalt Brewery believe this effect stems from residual cosmic energy, and they have begun experimenting with enhancing it through the addition of rare minerals and lunar elixirs.
Even the air feels different—lighter, sweeter, as though the universe itself is celebrating. The songs of birds harmonize with the melodies of impromptu musicians who feel inspired by the sun’s radiance. Those with magical abilities sense their powers of healing and creation magnified, as if the sun itself lends its strength to their intentions. Long-held grudges seem to melt away under the sun’s tender gaze, replaced by tears of reconciliation and words of forgiveness.
The Radiant Sun touches every heart differently:
◾A widow finds peace as memories of her late spouse no longer bring sorrow but gratitude for the love they shared.
◾A timid youth finds the courage to confess their feelings to the person they’ve admired for so long.
◾A gruff warrior lets down their guard, laughing freely with their companions for the first time in years.
For a fleeting moment, the world feels as it should be—unified, harmonious, and drenched in love.
But as the day wanes and the Radiant Sun dips below the horizon, an unease begins to settle...
Under the Jealous Moon’s influence, emotions twist and darken:
◾A once-reconciled pair of siblings argue over old grievances, as jealousy over perceived favoritism resurfaces.
◾A couple, who had spent the day lost in each other’s arms, now question each other’s loyalty and intentions.
◾A nobleman, inspired to be generous during the day, grows suspicious of those who received his gifts, fearing they may exploit his kindness.
The air grows heavy with tension, and the magic of the Radiant Sun fades, replaced by the sharp sting of distrust. The moon’s pale light seems to follow people like a judgmental gaze, amplifying every fear, insecurity, and lingering resentment.
Worse still, the night seems endless, as though time itself has bent beneath the weight of the Jealous Moon’s envious glow. For three long days and nights, the moon lingers high in the sky, its pale, piercing light casting a shadow over hearts and minds, amplifying discord and despair. Its power sows strife among even the closest bonds, driving some to dangerous extremes. Yet, when all seems lost, the scholars of the three factions unite their wisdom and uncover a glimmer of hope—a means to dispel the moon’s cruel influence. For those who have not yet succumbed to jealousy’s grip, there remains a chance to reclaim harmony, a chance for redemption before the damage becomes irreversible.
The solution lies not in complex rituals or rare relics but in the simplest and most instinctive actions: physical connection. To weaken the moon’s hold, people must embrace one another—offering a hug, a handshake, or even resting a hand on someone’s shoulder. These gestures of closeness disrupt the isolation and mistrust that the moon thrives upon. Sitting side by side or holding hands creates a barrier against its oppressive light, reminding the afflicted that they are not alone. Even small acts, like sharing warmth through proximity or clasping arms in solidarity, build a shield of connection that the moon cannot penetrate.
As these actions ripple through the night, the Jealous Moon’s light begins to dim, its sharp, cold glow softening until it fades from the sky entirely. The tension in the air lifts, replaced by a quiet calm that feels almost foreign after the chaos of the past three days. Slowly, the world seems to exhale, and the darkness that clung so tightly to the hearts of many begins to loosen its grip. People step back from the brink of despair, their minds clearing as if waking from a long, disorienting dream. Relationships strained by the moon’s influence begin to mend as apologies are exchanged, tears are shed, and bonds are reaffirmed.
With the Radiant Sun rising again, its golden-pink hues spilling across the horizon, life begins to return to normal. The birds resume their morning songs, markets reopen, and the hum of daily activity fills the air once more. Though traces of the moon’s influence linger in whispered memories, there is a collective sense of relief and gratitude among the people—gratitude for the light, for connection, and for a second chance to heal.
In the outskirts of Ignacia's Cradle, Aella and Terra, two of the three leaders of the factions, come together to address the gathered crowds. Together they assure the people that this celestial event was a rare anomaly, something never before recorded in the annals of history. They explain that while the Jealous Moon’s influence was unprecedented and deeply unsettling, it was a unique alignment of cosmic forces that is unlikely to occur again in their lifetimes—or ever.
The leaders thank the people for their resilience and compassion, emphasizing how their acts of unity—simple gestures of closeness and connection—proved stronger than the moon’s envy. They commend the scholars for their quick thinking and the Visitors for their role in guiding others through the chaos. Finally, they urge everyone to move forward, not in fear of what has passed, but with the knowledge that even in the darkest moments, their strength lies in the bonds they share.
Settled in? Good. It's time to make your way to the Questboard located in every city in numerous, easy to access locations. That is, if you want to make any kind of impact on the world or just get some Bones for anything you might wish to purchase. Visitors are given a very small stipend in which to survive every month, but all it does is keep you fed and housed. These quests will assure you greater wealth, and they're the main reason you're here: each finished quest helps the Calderans fix their shattering world.
Quests can be accepted at the questboard via magically signed parchment upon the board. Just sign your name to accept and the paper will be whisked away... somewhere. You're not actually sure. Probably nothing to concern yourself with.
Once quests are completed, earned Bones will be dropped off at the character's residence by Bonita, the mysterious artisan who has supposedly handcrafted every Bone circulating in Caldera. Please do not speak to her, she startles easily.
*February will be the last month to complete quests for this rotation. New ones will go up on March 1st.
For OOC questions, please direct themhere.
All locations are available to be explored! Ignacia's Cradle and Ember Veil have been added, along with details about the Violet Drop regarding the Cult of Triton.
The TDM is game canon and all completed quests can be carried over once accepted into the game.
Participation in the Radiant Sun/Jealous Moon effects is not mandatory.
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She nodded and gave him a once over. He kind of... reminded her of someone, and the thought, brief as it was, made her expression soften. "I like adventures." She said when she caught herself. "Mind if I join you? I've been here a while, so I won't be a useless tour guide."
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Not that he wasn't enjoying the top-down view of her cleavage.
"Sure! I was thinkin' about climbin' up a building and running from rooftop to rooftop, but I won't turn down the chance to be lead around town by a lovely lady."
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With a shrug, he gestures to a building and asks, "How good are you at judgin' distances? The real key to runnin' across rooftops is knowing at a glance if you can make the jump to the next building, and if you can't, figuring out what climbing sources are available that you can aim for instead."
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She looked up. "Pretty good, I'd say? I can also just cheat and do this—" warning? Never heard of her. Night Sky crouched down as a poof of green smoke enveloped her. And when it dissipated, a green and gold spotted leopard was in her place, those same antlers protruding from her head.
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"I can do this" is as good as a warning in Furfur's eyes, and as the leopard emerges from the smoke, he laughs and says, "Admittedly, I have my own form of cheating, too."
Keeping his focus on the part of the roof he wants to teleport to, and with a mutter of "inveniam viam"....
Nothing happens. Furfur tries "et alibi" while shifting his attention to a place a bit closer, something that should be easier to step to. When nothing continues to happen, he swears to himself, glancing over to Night Sky.
"How come you can shapeshift, but I can't even cast a simple spell? Did they seriously take my magic along with all my stuff?"
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Night Sky, knowing he was knew, had a strong feeling whatever he was about to do wouldn't work. Before she could warn him, he tried his spell. If a leopard could look sheepish, she would.
"Sorry, sweet thing. Thought the tavernkeeper might have warned you. They strip us of our powers when we get here — gotta earn em back with Bones." A beat. "Sometimes you can bone for Bones! So that's fun."
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"Well, the just ain't important," he says with a dismissive flick of his wrist. No need to get into the details of his tragic backstory, not when there was a city to explore. And the possibility of getting to put his manwhore reputation to work. "I'd rather have my magic back. Is there a place I gotta sign up to get on the boning for Bones?"
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"I'll show you! Also, I'm more than happy to do one with you — boning or not! You're pretty cute."
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"I haven't run roofs without magic since I was sixteen," he grouses - mostly to himself - as he reaches up to climb onto the roof as well. "I hope I'm not as out of practice as I feel."
As he swings his leg over the ledge of the roof, he pauses and chuckles to himself before reaching out to scritch Night Sky under chin. "Thanks, you're pretty cute yourself."
"Lead the way to the board then! I'm sure we'll find some trouble we can get into together."
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She waited until he was ready before wiggling her rear and bounding onto the next, slightly lower roof, always giving him a chance to catch up before moving to another, then another, until they were within sight of the quest board.
"Over that way. I'm always in for any kind of trouble!"
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Well, they were still fun, but he came out of them full of bloody puncture wounds, his clothes ripped, and the kind of hard-on you don't tell your party members about because they already think you're kind of insane.
ANYWAY-
"As long as they're coming from you, I'll only put up a token struggle," Furfur winks, giving her one last scritch and getting ready for the run.
He's not terrible at keeping up with Night Sky, but Furfur is far from as elegant or as efficient as she is. Without the use of magic, he finds himself needing to take alternate routes, often jumping to chimneys, pipes, and window ledges and hauling himself up to the roof before he can proceed. That doesn't mean he ever loses any speed, and to any observer, its obvious that despite looking like he's built for strength, he's as agile as any lithely built rogue.
He's not even winded as he drops down in front of the questboard, looking over the ads with a bit of consternation. "Hooboy, I ain't sure I'm qualified for half of these right now."
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The boons of being able to shapeshift. Night Sky was fairly agile in her dryad form, but who knew being a cat would make things like hopping rooftops so easy. She should have done this sooner.
Once they both landed, she wound around his legs, purring while rubbing her face on his shin. "Isn't there one where you have to talk to animals? That shouldn't be hard."
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"Yeah, that would be easy to do with you around, wouldn't it?" he chuckles, grabbing the notice from the board once he finds it. "Payout looks pretty decent, too. There's directions to the village on here, and it looks like we can skip over talking to Granny Myra since you'll be able to handle questioning the animals. Shall we?"
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"Mm. Yeah. You don't want to talk to them, too? Animals are fucking hilarious sometimes." She pulled back, made some distance, and shifted back into her dryad form with a poof of green smoke and a fluttering of flower petals. "Sure." She offered her arm to loop around his, if he wanted. "Start with the dog and work our way around?"
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"The dog definitely sounds like the best place to start," he agrees, bumping his hip lightly against Night Sky. "With any luck, he'll be the only one we need to ask, so we can have fun chatting with the rest."
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She giggled with the bump, countering with a lean of her own weight against his side. "Animals always have a lot to say and way more observant than people. It'll be fun either way."
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"As for the herbs, not sure if you're familiar with them or if they're even available here, but-" and he proceeds to list off a couple items, including acorn truffles. "I'll also need water, something to mix it in, and a heat source. Doesn't need to be anything fancy, I'm more'n used to brewin' stuff up by a campfire, and it's all really a matter of getting the plant bits steeped like a tea."
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If they were described in enough detail, even those she did not know could be replicated. "I actually have a camp nearby, if you want to take a detour? Your choice. I'm fine either way."
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"And sure, might not be a bad idea. Never hurts to have more supplies, right?" Or they're just going to get distracted and get high, but there are worse things he can do with his time than getting blazed with a gorgeous, half-naked woman. In fact, it's pretty high on his list of "fun things to do when not getting into trouble."
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And yes. Supplies. Night Sky turned sharply, into the treeline, and made a path apparently only she could see. "I have a few camps set up around the woods. I live in a treehouse with my partners most days, but I like being out in nature. It's how I lived most of my life." She looked up and smiled. "What about you?"
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"Mmm, thanks sweetheart," he purrs as he straightens back up and gives Night Sky's arm a squeeze. "We have herbs like that back home, just not by that name."
Following Night Sky down the path is easy enough for him, though he would have never spotted it himself if she wasn't there to guide him. "I haven't lived in one place for nearly a decade now," he says in response to her question, his expression light and unconcerned. "If I have any valuables I want stashed, I leave them with my nephew in Baldur's Gate. Otherwise, I prefer to keep on the road. The place I grew up in, we didn't have stars. Used to have trees and flowers and all sorts of beautiful, if dangerous flora, but there's been a war on for aeons, and the lady currently in charge let it all go to shit."
He scowls, grumbling, "Avernus has never been safe, but the dangers were different before Zariel took over. One of the few things my old man got right, trying to preserve as much of it as he could in his domain."
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"You're welcome, darling. I think most places do. If you have a specific name for the one back home, let me know and I'll add it to my list."
It was a path she walked often, weaving through trees and following the subtle marks she had left on tree trunks not housing another dryad. The mention of Baldur's Gate piqued her interest.
"There are a few people here that mentioned Baldur's Gate." She wouldn't be stupid enough to ask if he knew someone specific — always seemed like a longshot given how big some places were. "Mm. Sounds familiar — someone else I know is from a similar place." Dropping that Lucifer was from Hell wasn't exactly her place, however. So she didn't.
"It's a shame, about the stars. There are a lot to see here." She pointed upward — daylight streamed through the canopy leaves. "Should be dark soon. I always make sure I can see the sky at night — I was named for it, after all, so it seems appropriate, right?"
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"Yeah, if the Powers That Be are looking for the kind of people who are up to saving the world, Baldur's Gate is lousy with Adventurers," Furfur replies with a chuckle, leaning a little more against Night Sky as they resume walking. "The entire planet, really. There's always some new world-ending threat popping up every couple of months, so we're well equipped to handle whatever's going on here."
While he doesn't say anything about the comment about knowing someone from someplace similar to him, Furfur does find it... interesting. And a little worrisome. While it's unlikely to be someone he knows - Avernus is a big place and only the first of nine layers - an unknown Infernal with unknown motivations and ambitions can be just as troublesome as one he does know. Well, he'd
bangburn that bridge when he got to it."My old man's always been obsessed with the sun," he remarks instead, looking up at the canopy with a wry smile. "He's a follower of the Morning Lord, Lathander, so it makes sense, but I never really got it. Even now that I've seen the sun myself, I think I prefer the moon and the stars. I think they make the vastness of the sky really come to life, and everything feels so much bigger and yet so much smaller at the same time, yanno?"
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"Seems to be a common theme between worlds. A lot of chaos, wars, and heroes that come along with it to combat everything. They've done a good job pulling in people that want to help." Night Sky had a whole slew of bullshit she could mention going on back home, and she knew some that were even worse.
She nodded. Night Sky was a nocturnal creature, always out and about when the moon was high, and it was a wonder he had seen her now, when the sun was still out. That said, "I don't mind the sun, but I understand what you mean. Something relaxing and terrifying at the same time about the night sky. Makes you wonder what's out there, what stars look like up close." She pulled him a little further in as he spoke, into a small clearing where her camp lay. It was simple — a pit for a fire in the center, buckets for water, a fishing pole leaning against a tree, and a tent big enough for at least three people, open just enough to reveal the mismatched blankets shoved inside like a little nest. "Home sweet home! Well. One of many."
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